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Whiten texture only after loading surface
This fixes a regression where the red channel 0 glitch didn't work, because the surface was always whitened, because LoadSprites would whiten the image before converting it to surface. This regression happened because of #923. Fixes #962.
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1 changed files with 4 additions and 4 deletions
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@ -237,15 +237,15 @@ static void LoadSprites(const char* filename, SDL_Texture** texture, SDL_Surface
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unsigned char* data;
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unsigned char* data;
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SDL_Surface* loadedImage = LoadImageRaw(filename, &data);
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SDL_Surface* loadedImage = LoadImageRaw(filename, &data);
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*texture = LoadTextureFromRaw(filename, loadedImage, TEX_WHITE);
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*surface = LoadSurfaceFromRaw(loadedImage);
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if (*texture == NULL)
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if (*surface == NULL)
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{
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{
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vlog_error("Image not found: %s", filename);
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vlog_error("Image not found: %s", filename);
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SDL_assert(0 && "Image not found! See stderr.");
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SDL_assert(0 && "Image not found! See stderr.");
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}
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}
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*surface = LoadSurfaceFromRaw(loadedImage);
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*texture = LoadTextureFromRaw(filename, loadedImage, TEX_WHITE);
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if (*surface == NULL)
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if (*texture == NULL)
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{
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{
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vlog_error("Image not found: %s", filename);
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vlog_error("Image not found: %s", filename);
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SDL_assert(0 && "Image not found! See stderr.");
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SDL_assert(0 && "Image not found! See stderr.");
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